BattleTech - The Board Game of Armored Combat

Catalyst Game Labs => BattleTech Game Errata => Topic started by: Xotl on 28 January 2016, 17:07:23

Title: Interstellar Operations - 8 June 2021 (v1.21)
Post by: Xotl on 28 January 2016, 17:07:23
NOTE: This thread was for the original, single-volume, edition of Interstellar Operations.  New threads have been established for the two-volume split reprint.
Alternate Eras: https://bg.battletech.com/forums/errata/interstellar-operations-alternate-eras/
BattleForce: https://bg.battletech.com/forums/errata/interstellar-operations-battleforce/



This thread is for all issues and problems with Interstellar Operations.

Product Link: http://bg.battletech.com/test/core-rulebooks/interstellar-operations/

Current errata version is 1.21, and can be found here:
https://bg.battletech.com/errata/

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



Developer-Level Errata:
In case of any contradiction, developer-level errata takes precedence over the current errata document.

None.
Title: Re: Interstellar Operations
Post by: mbear on 29 January 2016, 09:21:16
Interstellar Operations, First PDF release (non-beta), page 73, Remote sensors-Prototype, Game Rules, last sentence:

Quote
(During subsequent End Phases, a sensor will has become inoperative in this fashion will reactivate if its 1D6 roll yields 2 or higher.)

Change to: "(During subsequent End Phases, a sensor that has become inoperative in this fashion will reactivate if its 1D6 roll yields 2 or higher.)"
Title: Re: Interstellar Operations
Post by: ScrapYardArmory on 29 January 2016, 09:49:00
Interstellar Operations, First printing.

Page 316, Combat Tactics Section.
First paragraph, second sentence reads,
"The three tactics are Offensive, Defensive and Standard.".

Should be,
"The three tactics are Aggressive, Defensive and Standard.".

Page 316, Combat Tactics Section.
Under Aggressive Tactics paragraph,
"If the roll fails, the Formation reduces any damage it receives by the same multiplier, and the damage it deals is reduced by –0.2"

Should be changed to match the example,
"If the roll fails, the Formation increases any damage it receives by the same multiplier, and the damage it deals is reduced by –0.2."

Page 316, Combat Tactics Section.
Under Aggressive Tactics paragraph, there is a missing period at the end of the paragraph.

Page 319, Moons Section.
"If an engagement occurs a zone with a Moon, the center zone of the engagement map is treated as being Moon and follows all the same rules for Combat Units in the SSRM Central Zone."

Should be,
"If an engagement occurs in a zone with a Moon, the center zone of the engagement map is treated as being the Moon and follows all the same rules for Combat Units in the SSRM Central Zone."

Page 354, Military Phase and Sequence of Events, there is no Supply sub-phase, therefore,
"Training and supply must be resolved before any Military Actions in that Phase."

Should be,
"Training must be resolved before any Military Actions in that Phase."

Page 357, Fortify Section
"A fortified Combat Command reduces the damage it takes by 10 percent for ground."

Should be,

"A fortified Combat Command reduces the damage it takes by 10 percent for ground units."

Page 363, Pacification and Integration Section

"The attacking force must stay on world at least one full Turn (or four ACS turns) to interrupt the pacification."

Should be...

"The attacking force must stay on world at least one full Turn (or eight ACS turns) to interrupt the pacification."
Title: Re: Interstellar Operations
Post by: Maelwys on 16 February 2016, 15:54:52
IO, first Printing.

page 75 under the "Clan Enhanced Imaging Neural Implant"

"The Clans' unique Enhanced Imagining (EI) neural implant"
should be
"The Clans' unique Enhanced Imaging (EI) neural implant"

Page 219
"Enhanced Imagining Interface"
should be
"Enhanced Imaging Interface"

Page 48 lists "Endo-Composite (BattleMech) Structure" and "Superheavy Endo Composite (BattleMech) Structure"

Change "Endo Composite" in the second one to "Endo-Composite" to match how its written in TacOps.

Also a standard need to be set for "Endo Steel" IO lists it as both "Endo Steel" and "Endo-Steel" depending on the section you're reading at the time.
Title: Re: Interstellar Operations
Post by: Maelwys on 23 February 2016, 03:06:03
IO, First Printing/PDF

pg 39-40, Universal Technology Table, under the Cockpit Systems section
Both the Combat Neurohelmet and Clan Neurohelmet seem to be missing from the table. Need to be added in.

p. 37
MechWarrior Cooling suit has a Prototype date of ~2680, and a production date of 2500. Star League was good, but not that good. Dates need to be fixed. TO lists 2500 as the date for the suit, so seems the best fix it to change the Prototype date to ~2480.

p. 36
MechWarrior Combat Suit has a prototype date of 2690, a production date of 2790, and a common date of 2520. Common date needs to be set to something after 2790.
Title: Re: Interstellar Operations
Post by: Adrian Gideon on 26 March 2016, 15:14:32
IO, First Printing/PDF, Dev errata:

p. 346, SAMPLE FACTION STARTING ABILITIES
Kurita is missing the Superior Black Ops ability.
Title: Re: Interstellar Operations
Post by: pfarland on 08 April 2016, 04:15:04
IO, First Printing/PDF

Pg 350 Economics and Logistics Phase
Capture or loss of worlds (see Worlds Value Table, p. 351,
On Pg 351 (nor anywhere else) is there a "Worlds Value Table"
Title: Re: Interstellar Operations
Post by: mordel on 21 April 2016, 12:03:13
Interstellar Operations, First printing/PDF

Pg. 40 - Tech Rating for Remote Drone Command Console is listed as D
Pg. 221 - Tech Rating for Remote Drone Command Console is listed as E

Not sure which one is correct, but one of them needs to be updated.
Title: Re: Interstellar Operations
Post by: sillybrit on 22 April 2016, 09:16:16
First Printing PDF p130-131, Primitive JumpShip construction:

Step 4: Add Armor - Section is missing how many armor points you actually get, with the answer only found in the example and by comparing with the primitive DropShip construction.

Fix: Add second paragraph to end of Step 4: Add Armor section on p132:

All armor mounted on a Primitive JumpShip—including the “free” armor provided by the vessel’s SI value—must be multiplied by 0.66, rounding down to the nearest whole number.
Title: Re: Interstellar Operations
Post by: pheonixstorm on 27 May 2016, 01:24:39
PDF
Artificial Pain Shunt p58
Artificial Pain Shunt All/C XXFF ES

p223
Artificial Pain Shunt IS/Clan C/F-F-F ES / ES

Availability on p58 should match the rating on p223, or FFFF
Title: Re: Interstellar Operations
Post by: pheonixstorm on 28 May 2016, 23:27:43
PDF p61
Tandem Charge warheads has (FS) in its production (faction) column but no production date.
So, it needs a production date to go along with the (FS). Availability rating is XXEE so early/mid clan invasion maybe?
Title: Re: Interstellar Operations
Post by: Empyrus on 11 June 2016, 19:52:36
First release PDF
Page 101

Problem:
The ProtoMech internal structure and armor table replicates the partially erroneous table from non-errata'd Tech Manual.

Correction:
Arms column should have values 1(2) for rows 3, 4 and 5 rather than 1(4)
Title: Re: Interstellar Operations
Post by: Adrian Gideon on 21 June 2016, 15:42:51
p. 353, Creating Combat Commands.

Replace section with the following:

To create a new Combat Command, a player must first determine its composition. Each new Combat Command must have 1 ’Mech regiment (and can have no more than 1 ’Mech regiment), but beyond that, its additional attendant Units need not follow the standard for that Faction. The new Command’s exact composition and Weight dictates its cost. The cost is modified based on the Experience Rating (Green or Regular) of the Command and its Loyalty Rating (Questionable, Reliable or Fanatical). This cost is then doubled if the Command will have attendant JumpShips, which has an effect on the transportation cost for the unit (see Movement, p. 358). Once this total cost is subtracted from the Faction’s remaining Resource Points, the new unit can begin its existence on any world within your Faction except an ‘Other’ world. It is available for immediate use, such as combat and transportation.

Mercenary Combat Commands may not be created by the player Factions using these rules. The gamemaster may, at his own option, decide to create or introduce new mercenary Combat Commands if desired. These forces follow the basic ISW rules.

Joshua wants to raise a new unit on his Capital. He wants it to consist of a single medium ’Mech, two light Aerospace wings, one light Armor regiment, and one infantry regiment. The total cost for this is 54. While he would like this unit to have a higher Experience Rating, the highest quality permitted within the system is Regular, which would double the cost to 108 RP. Joshua considers it adequate for the new unit to have a Reliable Loyalty rating, which 1.5 modifier brings the total to 162 RP. Finally, he intends for this force to be very active, and invests in Attendant JumpShips, which brings the total cost for the new unit to 324 RP.

p. 353, NEW COMBAT COMMAND COST TABLE.

Replace Combat Formation section of the table with:

                                        Cost (RP) by Weight
Combat FormationLightMediumHeavyAssault
BattleMech Regiment*16243040
Aerospace Wing8121524
Armor Regiment8121524
Infantry Regiment6666
Artillery Battalion5555
Title: Re: Interstellar Operations
Post by: God and Davion on 05 July 2016, 10:53:21
Interstellar Operations, First PDF release (non-beta), page 7

Playtesters/Proofers/Fact Checkers, line 5

Instead of Chris Sheldon, Cameron Smith

Change to:

Chris Sheldon, Agustín Sieiro, Cameron Smith
Title: Re: Interstellar Operations
Post by: ScrapYardArmory on 07 August 2016, 13:06:39
First Printing

Page 304, Second Paragraph
"Players should be familiarize themselves with these rules prior to playing an ACS scenario."

should be

"Players should familiarize themselves with these rules prior to playing an ACS scenario."

Page 305, First paragraph

"Players use record sheets to track various types of information while playing  Strategic BattleForce."

should be

"Players use record sheets to track various types of information while playing  Abstract Combat System."
Title: Re: Interstellar Operations
Post by: S.gage on 01 September 2016, 07:28:02
Two Issues, both from the same table entries:

1. IO pdf, pp. 36-37, "Universal Technology Advancement Table":
"MechWarrior Combat Suit", Production (Faction) = 2790
"MechWarrior Cooling Suit", Production (Faction) = 2500

Ref, TO p. 317, "Conventional Infantry Armor Table", says these are reversed. Which is correct?

2. Whichever was produced in 2500 ["MechWarrior Cooling Suit" is currently written, so I will use it as an example]:
"MechWarrior Cooling Suit", Prototype (Faction) = ~2680, Production (Faction) = 2500 [postdates the production date]

Suggested Change:
Prototype (Faction) = ~2480 [in order to predate the production date by 20 years]

S.gage
Title: Re: Interstellar Operations
Post by: Gus on 05 November 2016, 02:29:42
p. 141, Under Shielded Aerospace Smart Robotic Control Systems.

"...As aerospace units, robotic units using a shielded aerospace SRCS are unaffected by ECM mounted on ground units. If the electronic warfare rules from Strategic Operations are in play (see pp. 110-113, SO), these robotic units receive the equivalent benefits of having a Guardian ECM suite, even if they do not actually possess such equipment. This, in turn, enables the shielded aerospace units to make use of the advanced ECM and ECCM rules found there."

There is no mention of SA-SRCS units being immune to interference, as per the original rules on p. 157 Historical: Liberation of Terra I.

Suggest including the sentence "...SA-SRCS equipped units do not suffer from interference like drones mounting ASRCS."

See the post linked below from the Ask the Writers forum.

http://bg.battletech.com/forums/index.php?topic=55210.0 (http://bg.battletech.com/forums/index.php?topic=55210.0)
Title: Re: Interstellar Operations
Post by: sillybrit on 05 December 2016, 23:10:13
Interstellar Operations, 1st Printing, PDF
p80, Cybernetic Myomer Implants, Dermal Armor

Construction Rules:
Change second paragraph from this:

As with most such augmentations, infantry units and other multi-person crews require all of their members to be equipped with the same full-body implants to receive the benefits. Also, when constructing a conventional infantry unit equipped with dermal armor myomer implants, reduce the crew requirements for all support weapons by 1 (2, if the unit is also equipped with the triple-strength myomer implant), and eliminate the encumbering effects (if any) for such weapons. The minimum crew any infantry weapon may be reduced to is 1.

To this:

As with most such augmentations, infantry units and other multi-person crews require all of their members to be equipped with the same full-body implants to receive the benefits. Also, when constructing a conventional infantry unit equipped with dermal armor myomer implants, reduce the crew requirements for all weapons by 1 (2, if the unit is also equipped with the triple-strength myomer implant), and eliminate the encumbering effects (if any) for such weapons. The minimum crew any infantry weapon may be reduced to is 1. In addition, these platoons may carry up to 3 secondary weapons per squad (4 if the unit is also equipped with the triple-strength myomer implant). Platoons created under these conditions suffer no MP reduction, regardless of the number of secondary weapons carried.


Interstellar Operations, 1st Printing, PDF
p81, Cybernetic Myomer Implants, Triple-Strength

Game Rules:
Remove entire second paragraph that begins "In addition to this,..." from this section.

Construction Rules:
Change second paragraph from this:

As with most such augmentations, infantry units and other multi-person crews require all of their members to be equipped with the same full-body implants to receive the benefits. Also, when constructing a conventional infantry unit equipped with dermal armor myomer implants, reduce the crew requirements for all support weapons by 1 (2, if the unit is also equipped with the triple-strength myomer implant), and eliminate the encumbering effects (if any) for such weapons. The minimum crew any infantry weapon may be reduced to is 1.

To this:

As with most such augmentations, infantry units and other multi-person crews require all of their members to be equipped with the same full-body implants to receive the benefits. Also, when constructing a conventional infantry unit equipped with triple-strength armor myomer implants, reduce the crew requirements for all weapons by 1 (2, if the unit is also equipped with the dermal armor myomer implant), and eliminate the encumbering effects (if any) for such weapons. The minimum crew any infantry weapon may be reduced to is 1. In addition, these platoons may carry up to 3 secondary weapons per squad (4 if the unit is also equipped with the dermal armor myomer implant). Platoons created under these conditions suffer no MP reduction, regardless of the number of secondary weapons carried.
Title: Re: Interstellar Operations
Post by: sillybrit on 05 December 2016, 23:41:55
Interstellar Operations, 1st Printing, PDF
p130-131, Step 4: Add Armor

Change first paragraph from this:

Primitive JumpShips use the rules and limits for standard JumpShips when computing their armor values (see p. 152, SO), but may not mount any of the advanced armor types such as improved ferro-aluminum, ferro-carbide, or lamellor ferro-carbide. This means that the maximum tonnage of armor a Primitive JumpShip may carry is equal to the ship’s SI tonnage, divided by 12 (rounded down to the nearest half ton). In addition to this, as with modern JumpShips, Primitive JumpShips will receive additional “weight-free” armor points per facing, based on their structural integrity values.

To this:

Primitive JumpShips use the rules and limits for standard WarShips when computing their armor values (see p. 152, SO), and may not mount any of the advanced armor types such as improved ferro-aluminum, ferro-carbide, or lamellor ferro-carbide. This means that the maximum tonnage of armor a Primitive JumpShip may carry is equal to the ship’s SI tonnage, divided by 50 (rounded down to the nearest half ton). In addition to this, as with modern WarShips, Primitive JumpShips will receive additional “weight-free” armor points per facing, based on their structural integrity values. All armor mounted on a Primitive JumpShip—including the “free” armor provided by the vessel’s structural integrity value—must be multiplied by 0.66, rounding down to the nearest whole number.

Change the Armor example on p131 from this:

Reviewing the Advanced Aerospace Unit Armor Table let’s David know that he could assign a maximum of 83 tons of standard armor to his ship [1,000 (SI mass) ÷ 12 = 83.33, rounded down to 83]. He does not believe he’ll need anything close to that, and so decides he’s going to assign only 69 tons of Primitive armor.
Before placing the armor, he first determines how much “weight-free” armor the Aquilla will receive in addition to this, which is 1 point of capital-scale armor per facing, for a total of 6 points [10 (SI) ÷ 10 = 1 per facing; 6 facings x 1 point per facing = 6 points].
David then multiplies the 69 tons of armor he has opted for by the standard Advanced Aerospace Unit Armor Weights for a 100,000-ton Inner Sphere JumpShip using standard armor, and finds that this yields 55 armor points [69 (armor tonnage) x 0.8 (standard armor for a 100,000 vessel) = 55.2, rounding down to 55]. He then adds the free 6 points to 55 for a total of 61. Multiplying this total armor value by the Primitive armor factor of 0.66, he finds he has 40 armor points to allocate [61 (non-Primitive armor points) x .66 (Primitive armor factor) = 40.26, rounding down to 40].
He thus assigns this armor as follows: 9 to the nose, 7 to each fore-side, 6 to each aft-side and 5 to the aft.
This leaves a running total of 66,909 tons.


To this:

Reviewing the Advanced Aerospace Unit Armor Table let’s David know that he could assign a maximum of 20 tons of standard armor to his ship [1,000 (SI mass) ÷ 50 = 20, no rounding required]. Even though this is a low amount, he decides he’s going to assign only 19 tons of Primitive armor.
Before placing the armor, he first determines how much “weight-free” armor the Aquilla will receive in addition to this, which is 1 point of capital-scale armor per facing, for a total of 6 points [10 (SI) ÷ 10 = 1 per facing; 6 facings x 1 point per facing = 6 points].
David then multiplies the 19 tons of armor he has opted for by the standard Advanced Aerospace Unit Armor Weights for a 100,000-ton Inner Sphere WarShip using standard armor, and finds that this yields 15 armor points [19 (armor tonnage) x 0.8 (standard armor for a 100,000 vessel) = 15.2, rounded down to 15]. He then adds the free 6 points to 16 for a total of 21. Multiplying this total armor value by the Primitive armor factor of 0.66, he finds he has 13 armor points to allocate [21 (non-Primitive armor points) x .66 (Primitive armor factor) = 13.86, rounding down to 13].
He thus assigns this armor as follows: 3 to the nose, 2 to each fore-side, 2 to each aft-side and 2 to the aft.
This leaves a running total of 66,859 tons.


p131, Step 5: Complete Record Sheet

Change the last two paragraphs of the Complete Record Sheet example on p131 from this:

David then adds 20 escape pods, at 7 tons a piece, for a total of 140 tons. All of this gives him a running total of 79,798.
Finally, David takes the remaining tonnage and assigns it into 2 cargo bays of 10,101 tons each, with a single door for each cargo bay.


To this:

David then adds 20 escape pods, at 7 tons a piece, for a total of 140 tons. All of this gives him a running total of 79,748.
Finally, David takes the remaining tonnage and assigns it into 2 cargo bays of 10,126 tons each, with a single door for each cargo bay.
Title: Re: Interstellar Operations
Post by: sillybrit on 06 December 2016, 00:41:43
Interstellar Operations, 1st Printing, PDF
p128, Primitive JumpShip Construction

Change first sentence of third paragraph from this:

Constructing a Primitive JumpShip (or WarShip) uses the standard rules given for WarShip construction in Strategic Operations (see pp. 142-161, TO), with the changes outlined below.

To this:

Constructing a Primitive JumpShip (or WarShip) uses the standard rules given for WarShip construction in Strategic Operations (see pp. 142-161, SO), including determining costs, with the changes outlined below.

Interstellar Operations, 1st Printing, PDF
p187, Primitive Units and RetroTech (Multiple Eras)

Primitive Aerospace Small and Large Craft
Change from this:

Aside from the primitive prototype versions of the K-F Boom and Docking Collars found under Primitive Prototype Equipment (see pp. 117-120), the costs for all of the primitive forms of the various aerospace unit types that are larger than aerospace fighters (including small craft, DropShips, JumpShips, space stations, and WarShips) may be computed as normal for those unit types.
Even though primitive core aerospace components, such as jump drives and sails, are substantially different from their modern forms, many of these feature weight modifications and such that impact costs by default, and thus require no additional modification. Additionally, for cost purposes, all Primitive K-F jump drives are treated compact-core drives, rather than standard-core drives.


To this:

Aside from the primitive prototype versions of the K-F Boom and Docking Collars found under Primitive Prototype Equipment (see pp. 117-120), the costs for all of the primitive forms of the various aerospace unit types that are larger than aerospace fighters (including small craft, DropShips, and space stations) may be computed as normal for those unit types, with Primitive JumpShips computed as modern WarShips.
Even though primitive core aerospace components, such as jump drives and sails, are substantially different from their modern forms, many of these feature weight modifications and such that impact costs by default, and thus require no additional modification. Additionally, for cost purposes, all Primitive K-F jump drives and components are treated as modern WarShip drives and components, including K-F drive support systems, rather than modern JumpShip drives and components.
Title: Re: Interstellar Operations
Post by: jymset on 08 January 2017, 03:58:35
IO, First Printing/PDF, Dev errata:

p. 33, "Common:"

Cut the following sentence - "In terms of game rules, Common items may be considered Tournament Legal."
Title: Re: Interstellar Operations
Post by: jymset on 08 January 2017, 05:43:20
IO, First Printing/PDF, Dev errata:

p. 41, "Fire Control and Targeting Systems"

In the Apollo MRM FCS line, replace the "—" in the "Common" column with "3097" and add "330, TO" to the "Page Reference" column (erroneously left blank atm).
Title: Re: Interstellar Operations
Post by: pheonixstorm on 20 February 2017, 08:33:23
PDF p37

Armor Kit (SLDF)
Incorrect book/page reference, it should read 195, ATOWC
Title: Re: Interstellar Operations
Post by: Sartris on 20 February 2017, 23:26:37
PDF, 1st printing

Pg 46, Univeral Technology Advancement Table

the NARC's return date is listed as 3055(FS/LC)* but the Common date is 3049.

Change: change the return date to 3035(FW)* as it is listed in TechManual
Title: Re: Interstellar Operations
Post by: The_Livewire on 10 March 2017, 17:19:44
PDF first printing

Enhanced PPC PG 46 table says Ret: 3080 (EI)

Text Pg 95 does not list return date.
Title: Re: Interstellar Operations
Post by: pheonixstorm on 17 April 2017, 21:24:10
PDF p186

Quote
Thus, the cost for 10 tons of prototype
ferro-fibrous armor would be 600,000 C-bills (60,000 x 10 = 750,000).

Pretty sure that should read
Quote
Thus, the cost for 10 tons of prototype
ferro-fibrous armor would be 600,000 C-bills (60,000 x 10 = 600,000).
Title: Re: Interstellar Operations
Post by: Xotl on 24 May 2017, 11:42:06
p. 164, Dedicated Technical Officer:

This Initiative modifier is not cumulative if more than one superheavy tripod ’Mech is present.
Change to:
This Initiative modifier is not cumulative if more than one superheavy tripod ’Mech is present; in the case of multiple initiative bonuses due to multi-pilot setups (such as the force also having a cockpit command console), only the highest bonus applies.
Title: Re: Interstellar Operations
Post by: mordel on 25 May 2017, 09:32:48
First Printing

Page 191, RISC Super-Cooled Myomers

"If the unit does have UMU or jump jets of any kind,..."

Change to:

"If the unit does not have UMU or jump jets of any kind,..."
Title: Re: Interstellar Operations
Post by: mordel on 24 July 2017, 21:33:36
Interstellar Operations, First printing and PDF

Pg. 192, Calculating the Battle Value for a Phoenix Hawk LAM (multiple issues, called out by line)

Standard Gyro: (0.5 multiplier) 55 x 0.5 = 27.5
Change to:
Standard Gyro: (0.5 multiplier) 50 x 0.5 = 25.0
REASON: This is a 50 ton 'Mech, not a 55 ton 'Mech

Total BV of all Defensive Equipment: 472
Change to:
Total BV of all Defensive Equipment: 469.5
REASON: Total wrong due to gyro calculation

Target Movement Modifier: +6 (1.6 defensive factor) 457
Change to:
Target Movement Modifier: +6 (1.6 defensive factor) 469.5
REASON: Total being multiplied is completely off

Defensive Battle Rating = 731.2
Change to:
Defensive Battle Rating = 751.2
REASON: Defensive rating was miscalculated due to all the issues listed above

LAM heat efficiency: (9 + 12 – 8) 13
Change to:
LAM heat efficiency: (9 + 12 + 3 – 8) 13
REASON: Does not account for the -3 while in AirMech mode (similar to the Partial Wing bonus)

Total heat generated: (8 + 3 + 3) 14
Change to:
Total heat generated: (8 + 3 + 3 + 3 + 3) 20
REASON: Only accounted for 2 medium lasers while it has 4

Medium Laser 46
Change to:
Medium Laser 23
REASON: Last medium laser's BV is halved due to heat inefficiencies

271
Change to:
334
REASON: Math in the book was flat out wrong to begin with, but it would've been wrong anyways because of the incorrect heat calculation

271 x 3.00 = 651
Change to:
334 x 3.00 = 1002
REASON: Math in the book was once again completely wrong, but this accounts for all updates noted above

Offensive Battle Rating = 651
Change to:
Offensive Battle Rating = 1002
REASON: Updated value based on all corrections noted above

731.2 + 651 = 1382
Change to:
751.2 + 1002 = 1753
REASON: Updated value based on all corrections noted above

Phoenix Hawk LAM BV = 1382
Change to:
Phoenix Hawk LAM BV = 1753
REASON: Updated value based on all corrections noted above
Title: Re: Interstellar Operations
Post by: mordel on 15 August 2017, 21:42:30
First printing and PDF

Pg. 62, Mortar Munitions

Reference for all types say TM
Change to:
Reference for all types except Standard should say TO (Note: Page number is correct for TO)
Title: Re: Interstellar Operations
Post by: mordel on 16 August 2017, 16:35:03
First printing and PDF

Pg. 34, Key of Terms

First sentence begins "The Key of Terns..." (typo)
Change to:
"The Key of Terms..."
Title: Re: Interstellar Operations
Post by: mordel on 26 September 2017, 15:55:04
First printing and PDF

Pg. 193, 197, SUPERHEAVY ’MECHS

On Pg. 193, it states "For BV purposes, treat a Superheavy ’Mech’s Heavy-Duty Gyro as a standard Gyro."
On Pg. 197, it states "Treat as Heavy Duty Gyro for BV purposes"
The two statements contradict each other. Based on the fact that pg. 193 called it a "heavy-duty gyro", and the fact the cost for this superheavy gyro is the same cost as a standard heavy-duty gyro (pg. 223), I believe pg. 197 is correct.
Change:
Update pg. 193 to read "For BV purposes, treat a Superheavy ’Mech’s Gyro as a Heavy-Duty Gyro."
Title: Re: Interstellar Operations
Post by: mordel on 13 February 2018, 18:07:01
First printing and PDF

Pg. 220, Additional Alternate Era Weapons And Equipment table

Medium Re-Engineered Laser lists Heat Std (Aero) as "6 (67)"
Change to:
"6 (6)"
Title: Re: Interstellar Operations
Post by: beachhead1985 on 30 September 2018, 11:46:38
First-Printing and PDF

pg 175/176

Ground-launched Santa Ana and Peacemaker are both stated as being able to be mounted on Support Vehicles, but at 200 and 260 tons, this is only possible on larger Naval Support Vehicles, Trains and Air Ships.

This is dramatically inconsistent with even the technology of the 1980s.

I suggest that the weights of these weapons should be reduced to allow mounting on wheeled support vehicles smaller than 160 tons, as built with technology consistent with the Terran Hegemony of the 2200s-2400s. In addition; I think there should be a mountable version of the Alamo, as well; suitable for wheeled support vehicles of 80 tons or less, as built with 2200s Terran Hegemony tech.
Title: Re: Interstellar Operations
Post by: Xotl on 21 November 2018, 20:29:08
Page 326.
Under "ProtoMechs", change step 6 to read: "Determine a ProtoMech Point's Skill by following Step 1G."
Add Step 7: "Follow Step 1H to determine PV.  Divide the result by two (round up), instead of three (round normally)."
Title: Re: Interstellar Operations
Post by: mordel on 31 January 2019, 12:28:46
First printing and PDF

Pg. 195, Alternate Era Weapons and Equipment Battle Value Table

The BV for the Centurion Weapon System is listed as 750. This seems exceptionally high, and contradicts the dev level errata in the Interstellar Players 2: Jihad Conspiracies thread, which says the BV is 190.
Change to:
Change the BV for the Centurion Weapon System to 190
Title: Re: Interstellar Operations - 4 September 2019 (v1.1)
Post by: Xotl on 07 August 2019, 22:55:11
Thank you all for reporting issues and raising questions in the rules forum.  The inaugural IO errata release is now available on the main BT website.
Title: Re: Interstellar Operations - 4 September 2019 (v1.1)
Post by: Maelwys on 14 April 2020, 08:38:04
So this is kind of a big one.

The "Additional Alternate Era Weapons and Equipment" table, starting on page 216 is, in many cases, missing the DA Availability modifier for the equipment. For instance, the Docking Collar (post-Boom) is listed as "C/D-C-C" while the Docking Collar (pre-Boom) is listed as "B/CXXX"

Not only that, but in some cases, the data provided by the "Additional Alterate Era Weapons and Equipment" table is different from the "Universal Technology Advancement" Table in the front of the book. For example, the Belter Infantry package under the Warrior Augmentations table is "C/E-D-D" in the back of the book, but "C/A-A-A-B" in the front of the book.

So the tables need to be checked and fixed, so they're providing all the data, and the same data.
Title: Re: Interstellar Operations - 4 September 2019 (v1.1)
Post by: monbvol on 17 April 2020, 18:23:27
LAMs firing arc table location error

Text on page 111 directs the reader to page 110 for the table containing the mapping for determining what Battlemech locations map to which ASF firing arcs.  The table is actually on page 112.

Quote from: Interstellar Operations page 111
LAMs in Fighter Mode deliver the attack using the same rules
as an aerospace fighter. However, because LAMs are actually
reconfigured BattleMechs, the LAM Fighter Firing Arcs Table
(see p. 110) is used to translate the LAM’s normal BattleMech
firing arcs into their appropriate Fighter Mode equivalents.

change to:

Quote from: Interstellar Operations page 111
LAMs in Fighter Mode deliver the attack using the same rules
as an aerospace fighter. However, because LAMs are actually
reconfigured BattleMechs, the LAM Fighter Firing Arcs Table
(see p. 112) is used to translate the LAM’s normal BattleMech
firing arcs into their appropriate Fighter Mode equivalents.
Title: Re: Interstellar Operations - 4 September 2019 (v1.1)
Post by: Thunder on 18 May 2020, 07:52:57
Pg 101. EXPANDED PROTOMECH STRUCTURE AND ARMOR TABLE

The Quad Leg armor values for 3, 4 and 5 ton quad protomechs should be corrected since the Arm armor was corrected for those weights.  Correct values should be 8,10,10
Title: Re: Interstellar Operations - 4 September 2019 (v1.1)
Post by: Maelwys on 08 September 2020, 20:05:26
Page 66  of IO has the following construction rules for the Nova CEWS

"The Nova CEWS can only be mounted on units with a fusion engine (including standard, compact, light, XL, and XXL engines)."

That's the same rules found in the original Wars of Reaving book. However

https://bg.battletech.com/forums/index.php?topic=8778.msg609701#msg609701

is dev-level errata that requires non-heat tracking units to have enough heat sinks to deal with the Nova's heat.

This errata should be incorporated into IO as well.

Small note, the dev level errata also mentions being able to use the Nova CEWS with Null Sig and Chameleon. This is mentioned in the game rules section on page 66, but you may want to add it to the construction rules as well.
Title: Re: Interstellar Operations - 4 September 2019 (v1.1)
Post by: Liam's Ghost on 29 September 2020, 17:52:42
Page 219: Additional Alternate Era Weapons and Equipment:

The entry for the prototype ultra autocannon 5 lists its mass as 7 tons, and its critical slots as 2.

Per page 104, the prototype ultra autocannon is identical in mass to the standard ultra autocannon (9 tons), and takes one more critical slot (so 6).

Fix, change tonnage to 9 and critical slots to 6

Title: Re: Interstellar Operations - 4 September 2019 (v1.1)
Post by: GreekFire on 29 January 2021, 17:29:27
p.216, Prototype Small/Medium/Large Pulse Laser
--Change "N" in "TC Comp" column to "Y"
Title: Re: Interstellar Operations - 4 September 2019 (v1.1)
Post by: Alfaryn on 03 February 2021, 08:47:26
2016 print edition.

P. 232 in the Scale section, under Turn Length.

Each SBF turn constitutes three minutes of game time. Six BattleForce or thirty Total Warfare turns pass for each turn of SBF Play.
change to:
Each SBF turn constitutes three minutes of game time. Six BattleForce or eighteen Total Warfare turns pass for each turn of SBF Play.
Title: Re: Interstellar Operations - 19 May 2021 (v1.2)
Post by: Xotl on 19 May 2021, 13:47:07
The pre-release errata is up, with an aim to be finalized on 6 June.  Any items mentioned here but not included are either typo-like or still be wrangled over.
Title: Re: Interstellar Operations - 8 June 2021 (v1.21)
Post by: Xotl on 08 June 2021, 20:11:03
The final errata is up at the main BT errata page as v.1.21.  It has been corrected again today to fix some broken page number references.
Title: Re: Interstellar Operations - 8 June 2021 (v1.21)
Post by: Nerroth on 09 July 2021, 15:05:08
2021 Beta PDF
Pages 17, 30, and 31, Clan Post-Reaving Era

The current (as of my most recent copy of the IO PDF) data on the Clan Post-Reaving Era refers to the fate of the Escorpión Imperio and the Hanseatic League as largely unknown, yet with both provisionally listed as existing through to 3150. However, as of Operational Turning Points: Hanseatic Crusade, additional background data has been provided on their corner of the Deep Periphery through to mid-3141. Namely, that the Imperio invaded and largely conquered the League in 3140, re-branding itself as the Scorpion Empire upon completion of the conquest in 3141; in contrast to the Inner Sphere and near Periphery, Clan Goliath Scorpion's HPG network remains unaffected by whatever caused the Blackout; and further, neither the Hansa nor the Imperio has had any recent encounters with the Clan Homeworlds at last reporting.

Would it be possible to split the Clan Homeworlds and the Imperio-Hansa material into two separate sub-Era categories? As in, to retain the current Clan Post-Reaving Era sub-heading only for the four Homeworld Clans (Cloud Cobra, Coyote, Star Adder, and Stone Lion), and to create a separate "Deep Periphery Post-Reaving Era" in which the events portrayed in Hanseatic Crusade can more properly be accounted for?


Xotl: Errata threads are for confirmed errors with existing books.  Requests belong in Ask The Developers.  Thanks.

EDIT: My apologies.

I did spot something else, though:

2021 Beta PDF
Page 31, Late Dark Age Sub-Era

My most recent copy of the IO PDF lists the Regulan Fiefs as an independent state through to 3150. Per page 100 of Shattered Fortress, the Regulans were forcibly re-integrated into the Free Worlds League in 3148. Therefore, should the Regulan Fiefs entry be put in italics and re-located under the Free Worlds League (New) heading, with its "end date" adjusted to 3148?
Title: Re: Interstellar Operations - 8 June 2021 (v1.21)
Post by: mbear on 01 September 2021, 14:02:59
Interstellar Operations, First PDF release (non-beta), 2016 copyright date.

p. 80, HarJel Repair Systems, Rules Level is Advanced
P. 220 shows HarJel Repair Systems Rules Level is Experimental.

Suggested fix: Change p. 80 to Experimental.
Title: Re: Interstellar Operations - 8 June 2021 (v1.21)
Post by: ShroudedSciuridae on 15 September 2021, 06:14:35
IO, 1st printing PDF.

p.55
Laser Rifle (Marx XX) Prototype ~2685 (TH) Production 2670 (TH)


Change Prototype year to ~2665. Most TH systems appear to have 5 years between Prototype and Standard. There is some variation however.
Title: Re: Interstellar Operations - 8 June 2021 (v1.21)
Post by: ShroudedSciuridae on 27 October 2021, 22:04:01
Missing from the Universal Technology Advancement Table is the Personal Re-Entry Unit (SO p. 24, fiction blurb SO p. 162). There's also no equipment write up in TO:AUE or AToW for it, hopefully a later edition can expand on that.
Title: Re: Interstellar Operations - 8 June 2021 (v1.21)
Post by: idea weenie on 15 February 2022, 17:07:56
2016 printing, PDF, 1st release
Page 360, Military Actions, "Raid Results Tables", Disruption/Industrial Raid

The “As result #”  for DR result 2 through 8 are recursive.  Current versions are:
Die Result - Text
2 – “As result 2. . ."
3 – “As result 3, . . .”
4 – “As result 4. . . .”
5 – “As result 5, . . ."
6 – “As result 6, . . ."
7 -  “As result 7, . . .”
8 – “As result 8, . . .”

Proposed changes:
2 - As result 1. Raiders also do 2 RP worth of damage to the planet’s industrial base. Subtract this from the Faction’s budget in the next turn.
3 - As result 2, but Raiders do 4 RP of damage.
4 - As result 3. If planet has factories, one factory is offline for 2 turns. If no factories are present, the planet may not train, repair or resupply combat
forces for 2 turns. Offline factories may not produce new equipment.
5 - As result 4, with a duration of 3 turns.
6 - As result 5, but factories are offline for 3 turns. If there is only one factory on the world, it is offline for 4 turns.
7 - As result 6, but all factories must spend 15 RP each for repairs before they can go back online. Non-factory worlds must spend 5 RP before they
may train, repair or resupply combat forces.
8 or More - As result 7, but with a cost of 20 RP each for factories and 7 RP each for non-factory worlds.

Basically the bottom table is off by 1 for the results of 2-8

This is an extension to the question posed here:
https://bg.battletech.com/forums/supplementary-rules/research-io-inner-sphere-at-war-q-a/msg1456624/#msg1456624