1) Damaged Landing Gear Modifier"Landing Modifiers Table," p.87 in "Total Warfare":Modifier for "Landing gear damaged" is "+3 per box crossed."
"Gear," p.240 in "Critical Hits Effects" of "Total Warfare":
The landing gear is damaged. Apply a +5 modifier to all Control rolls when attempting to land. Subsequent gear critical hits have no additional effect.
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+5 modifier is listed inside a gear box in aerospace's record sheet.I cannot be sure whether the modifier is +5 or +3 per box, when an aerospace unit with damage landing gear is attempting landing. Which is right?This question has been answered in
http://bg.battletech.com/forums/index.php/topic,36924.0.html2) Critical Hits to Landing Gear"Total Warfare Errata v.4.01," p.2:Fourth paragraph, after the last sentence insert the following:
“Fighters or small craft with destroyed landing gear cannot launch at all (merely damaged landing gear has no effect).”
I can not find the description when landing gear is destroyed. Probably when all boxes of landing gear on record sheet was crossed off, a unit's landing gear will be destroyed. Is it right?
3) Crashing DamageFirst paragraph of "Crashes," p.81, "Total Warfare":The controlling player rolls 2D6, multiplying the result by 10 and then multiplying again by the current velocity of the unit. The final result is the number of damage points the unit suffers.
When the current velocity is 0, what happened to the crashing damage? In this situation is the velocity assumed to be 1?
4) Crashing Damage Example:4th paragraph of "Examples of Crash," p. 83 in "Total Warfare":That unit is in clear terrain, and so it takes double the fighter’s 420 points of damage, for a grand total of 840 points. Talk about overkill!
But
2nd paragraph of "Avoiding of Taking Damage," p.82 in "Total Warfare": On a result of 4–6, infantry takes damage like non-infantry units.
In the above example, the infantry should take double damage of no-infantry units (that is, 210 x 2 = a ground total of 420 points). Is it right?