Author Topic: Experimental Technical Readout: Caveat Emptor  (Read 4350 times)

Xotl

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Experimental Technical Readout: Caveat Emptor
« on: 13 April 2021, 13:52:09 »
This thread is for all issues and problems with Experimental Technical Readout: Caveat Emptor.

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Sartris

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Re: Experimental Technical Readout: Caveat Emptor
« Reply #1 on: 13 April 2021, 13:57:39 »
PDF pg 12

Problem: The PXH-99 says it has 148 points of hardened armor. adding up the armor points in the stat block comes out to 150. This changes the BV and pushes the design .5 tons over

Solution: Reduce the arm armor allocation to 12 (from 13), as is printed on the accompanying record sheet and all is right with the world

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Alfaryn

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Re: Experimental Technical Readout: Caveat Emptor
« Reply #2 on: 27 April 2021, 09:02:58 »
PDF

P. 12, Weapons and Ammo section of PHX-99

PROBLEM: There are two lines in the Weapons and Ammo stat block which list 1 ton of Modular Armor in RT location, and none which list Modular Armor in LT location. This is neither legal according to TO:AUE nor matching the Notes section on the same page or PHX-99's record sheet on p. 26.

SOLUTION: Change the location of the last Modular Armor listed in Weapons and Ammo section from RT to LT.

Pp. 18-20 and 22-31

PROBLEM: All central sections in rear armor diagrams of biped 'Mechs in the book are labeled as Center Torso.

SOLUTION: Change these from Center Torso to Center Torso Rear.

(The above appears to be a recent issue with biped record sheet template CGL is using, because the same thing happened in Wave One Record Sheets pdf published in the downloads section of this site, but I haven't noticed it in any older official record sheets I have).
« Last Edit: 27 April 2021, 09:37:30 by Alfaryn »

mordel

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Re: Experimental Technical Readout: Caveat Emptor
« Reply #3 on: 21 August 2021, 15:26:19 »
PDF pg 12 and 26 (Phoenix Hawk PXH-99)

The hits keep coming with this crazy unit...

Problem: The readout as well as record sheet list the Jump as 2. However the unit contains modular armor, which per TO:AUE (pg. 93) "Jump-capable units also subtract 1 Jumping MP.".

Solution: Change the Jump in both locations to 1.