Errata

Mechanized warfare in the XXXIV Century

Moderator: go0gleplex

go0gleplex
Admiral
Admiral
Posts: 1362
Joined: Tue Jul 26, 2005 8:34 pm
Location: Keizer, OR

Postby go0gleplex » Sun Oct 12, 2008 7:03 pm

Formula Rounding Revision:

ALL uneven values round up unless stated specifically to round down.

Only the final answer/total of the formula should round.

(this should eliminate all confusion on this issue)

go0gleplex
Admiral
Admiral
Posts: 1362
Joined: Tue Jul 26, 2005 8:34 pm
Location: Keizer, OR

Postby go0gleplex » Mon Oct 13, 2008 2:24 am

Page 40 Infantry Compartment
(See Infantry Construction Section, page XX of these rules for Loading and Unloading of Infantry.)


This should be "See Infantry Transport, Page 10 for loading and unloading infantry".

go0gleplex
Admiral
Admiral
Posts: 1362
Joined: Tue Jul 26, 2005 8:34 pm
Location: Keizer, OR

Postby go0gleplex » Sat Oct 18, 2008 3:36 pm

Clarification: Armor types may not be combined when constructing a unit. Thus you cannot have Crystal Reinforced Superior Alloy.

go0gleplex
Admiral
Admiral
Posts: 1362
Joined: Tue Jul 26, 2005 8:34 pm
Location: Keizer, OR

Postby go0gleplex » Wed Oct 22, 2008 3:12 pm

Clarification: Reduced Range

The -2 penalty imposed by reduced range should subtract from the highest number of the range band and work backwards. In some cases this can completely eliminate the long and middle ranges.

So if you have a RANGE 3 weapon, the range band would look thus: 1-3/ 4-6/ 7-9...applying the Reduced Range penalty changes it to 1-3/ 4-6/ 7.

For a RANGE 2 weapon, the penalty would result in a range band of 1-2/ 3-4/ - (long range eliminated).


A RANGE 1 weapon would end up as 1/ - / - (literaly a single hex) similar to a melee weapon in range.

____________________________________
Why do Melee Weapons have a Range of 1 hex?

The thinking was that melee combat is not static. Units are moving around each other like boxers or martial artists. The weapon itself is useful only when literally nose to nose, but for purposes of actual combat the one hex was felt to be more appropriate.

go0gleplex
Admiral
Admiral
Posts: 1362
Joined: Tue Jul 26, 2005 8:34 pm
Location: Keizer, OR

Official Lock-on Modifications

Postby go0gleplex » Sun Nov 16, 2008 4:27 am

The Movement Modifiers to lock-on become modifiers to DMG rolls instead, the + and - reversing of course.

For each turn that a unit attempts to lock-on to the same target, that unit gains a cumulative -1 to their lock-on roll. Should the attacking unit suffer a stability failure or be engaged in melee combat then this cumulative modifier resets to zero (0). This modifier does not apply to indirect fire or melee combat.

go0gleplex
Admiral
Admiral
Posts: 1362
Joined: Tue Jul 26, 2005 8:34 pm
Location: Keizer, OR

Re: Errata

Postby go0gleplex » Mon Feb 22, 2010 5:46 pm

OFFICIAL ADDED CONTENT

Artillery (Addition to existing trait description)

A weapon with the Artillery trait has its range multiplied by six (6) whether it is a missile or shell based weapon.

Off-board Artillery units firing at units in the current battle area (game board) do so at a +5 modifier to their “lock-on” attempt. If using LOS to hit option rule (melee combat targeting Page 21), then the modifier is applied to the “to hit” roll. Should the artillery miss its intended target, it is subject to drift equal to 1d6 for direction, 1d12 for distance. Any unit within the final drift hex, friend or foe, is subject to damage as normal. The artillery unit's range to the game board must be recorded on the unit sheet prior to firing for purposes of determining if it may be subject to counter-battery fire.

An artillery unit may attempt counter-battery fire against enemy artillery off-board at a reduced lock-on modifier of +4 to their "lock-on" roll if the enemy is within range.

This trait also allows the artillery weapon to engage units in the Upper Atmosphere such as descending dropships.

Hard Point Modifier changed to x4
"Our past shapes us, our choices define us, our desires propel us, and those we let into our hearts give us the strength to persevere even when our dreams lay shattered behind us." - me

go0gleplex
Admiral
Admiral
Posts: 1362
Joined: Tue Jul 26, 2005 8:34 pm
Location: Keizer, OR

Re: Errata

Postby go0gleplex » Mon Feb 22, 2010 6:17 pm

OFFICIAL CONTENT ADDITION

Defensive Equipment (Addition)

Not usable by Structures/ Buildings or Infantry Units

Transformable-
The unit is able to transform between two unit types. Its “base” unit and an alternative “unit”. The transformation process takes one (1) turn to complete, during which time the unit may not undertake any action other than movement at one-half (½) its base unit MP.

To utilize this unit modification equipment, two units are designed with record sheets filled out for each. One unit is designated as the “base” unit, the other as the alternate unit. These units may be of any type other than structures or infantry, though they must be of different types from each other and of the same unit size.
(ie. You could design a size 5 mecha base unit and size 5 armored vehicle alternate unit, but not an armored vehicle base unit and an armored vehicle alternate unit. Nor could you design a size 5 mecha unit and a size 3 armored vehicle.)

When determining Equipment Modules (EM) and Hardpoints (HP), the lower unit values are used for both units. Movement Points (MP) may vary between unit types and is determined as normal for each.
The Armor Rating (AR) is averaged between the units with any fraction rounded up to the nearest whole number. All weapons and equipment must be the same for each unit though locations may differ. Equipment that is restricted for one type of unit but not the other may be used, though only when in the unit configuration that allows such equipment to be used.

Weapon Arcs are generally the same between units; forward hull to forward fuselage to front of mecha and so forth. Weapons in a turret are considered to be forward firing if in a form that does not allow turrets to be used. Weapons on arms of mecha are considered to be forward firing or rearward firing as designated at the time of design for the other unit type.

Damage to AR and equipment is tracked on each record sheet. When transforming from one unit type with damaged armor to the other unit type, the unit regains one (1) point to its AR once only, representing the different surfaces that were unexposed replacing some of the damaged surfaces that had been exposed.
(ie. An armored vehicle with an AR of 5 suffers 3 points of AR damage. It changes to its alternate form of a mecha, regaining one AR point to bring its total up to 3 from 2. It then suffers another 2 points of damage, reducing its AR to 1. It transforms back to its armored vehicle form but does not regain any armor points, remaining with an AR of 1.)

Cost: 25% of base Equipment Modules (EM)
Offensive Rating: +2
Defensive Rating: +4
"Our past shapes us, our choices define us, our desires propel us, and those we let into our hearts give us the strength to persevere even when our dreams lay shattered behind us." - me


Return to “Wardogs”

Who is online

Users browsing this forum: No registered users and 1 guest