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Author Topic: BMM and StratOps Errata  (Read 745 times)

Darrian Wolffe

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BMM and StratOps Errata
« on: June 06, 2019, 05:44:56 PM »

BMM Errata: https://www.dropbox.com/s/m56mcwsieg4donx/BattleMech%20Manual%20-%202019-06-06%20-%20v2.1.pdf?dl=0

StratOps Errata: https://www.dropbox.com/s/rcdk7euuyrc0v0j/Strategic%20Operations%20-%202019-06-06%20-%20v3.01.pdf?dl=0

Customization Revision: https://www.dropbox.com/s/ejlnf6q9ng3owck/StratOps%20-%20Refitting%20Revised-Final.pdf?dl=0

These are NOT going into effect immediately.  They will enter effect as of the end of the current "contract".  Specific thanks are given by Xotl to those of us who have contributed errata issues and who looked over the StratOps repair/refit changes.

A couple of quick important tidbits of errata:

Searchlight (p. 196)
At the end of the entry insert the following new paragraph:
If design quirks are used in a game, assume all BattleMechs and Combat Vehicles not possessing this quirk to have
hand-held searchlights (see p. 237, TM). For the effects of searchlights on gameplay, see Tactical Operations, pages 57-59

Ammunition (p. 52)
First paragraph, second sentence
Ammunition explosions automatically injure the MechWarrior, inflicting 2 points of damage and forcing a Consciousness Roll
(see p. 58).
Change to:
Ammunition explosions automatically injure the MechWarrior, inflicting 2 points of damage and forcing two Consciousness Rolls
(see p. 58).

Offensive Aerospace Support (p. 76)
Change the Light Strike target number from 4 to 5.

Ammunition Feed Problem (p. 196)
Replace the entry with the following:
The ammunition feed for one ballistic or missile weapon or bay has a tendency to jam at inconvenient moments. On an
unmodified attack roll of 2 with such a weapon, roll 2D6. On a result of 10+, the weapon jams and cannot be fired again in
this battle. On a roll of 12, the new round of ammunition will explode in the weapon for normal damage. Per normal rules,
Gauss weapon ammunition will not explode, but the weapon itself does.

..........................................................

This one needs to be separate.

Defining Repair Location Modifiers
All Repair Locations are removed and replaced with the following:
Improvised: Tools and access gantries are improvised or nearly non-existent, minimal protection against elements, poor lighting.
Field Workshop: Basic tool access, dedicated maintenance vehicle mounting Salvage Arm, Lift Hoist, and so on, but still variable lighting
and minimal protection against the elements; the Mobile Field Base equipment (p. 330, TO) automatically applies this
modifier without the need for the unit mounting that equipment to also mount a salvage arm, lift hoist and so on, as
described.
Basic Facility: Complete shelter. Ideal lighting, all standard tools and unit-appropriate gantries. Includes transport bays specific to that
unit type.
Maintenance Facility: Complete shelter. Ideal conditions, available at any major base. Cannot build all parts from scratch, but enough
resources are available to perform superior levels of jury-rigging.
Factory Conditions: Complete shelter. All equipment needed to build from scratch any part appropriate to the unit types undergoing
maintenance/repair (factory must be designed to build the unit type in question; i.e. if the factory doesn’t build an
aerospace unit, then it would only be considered a maintenance facility for that unit type)

What this means in campaign terms depends on the assigned role of your Lance:
Field: Improvised Conditions, unless an MFB or similar is assigned to your lance, in which case you have Field Workshop conditions
Defense: Maintenance Facility Conditions
Fight: Basic Facility Conditions
Training: Field Workshop Conditions
On board DropShips in Transit: Basic Facility Conditions

BUT WAIT!  Before everyone gets huffy about the change on DropShip status and starts asking about being able to do Class D refits on board a DropShip...read the Customization rewrite:
Maintenance Facility Refits
These refits require a Transport Bay (p. 239, TM) for that unit type, or the equivalent, such as a field workshop or Mobile Field Base (p. 330, TO). (emphasis mine)

So you can still do Class Cs and Ds in transit.  Which also now includes adding CASE, instead of having to go to a Factory for that (you're welcome).

Finally, Refit Kits are totally re-done, and in a way that makes sense.  JUST before they're about to start being available to you guys, too!  Convenient!

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Timberwolfd

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Re: BMM and StratOps Errata
« Reply #1 on: June 06, 2019, 06:37:40 PM »

Everything looks good/better. But, I don't see a clear category for engine mounted heatsinks. The easy fix is to add a sentence including the engine as a "location" for the purposes of changing heatsinks. Also a note requiring all heatsinks to be changed when changing heatsink types.

Especially nice to see structure and myomer changes made executable.
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Darrian Wolffe

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Re: BMM and StratOps Errata
« Reply #2 on: June 06, 2019, 09:42:16 PM »

Everything looks good/better. But, I don't see a clear category for engine mounted heatsinks. The easy fix is to add a sentence including the engine as a "location" for the purposes of changing heatsinks. Also a note requiring all heatsinks to be changed when changing heatsink types.

Especially nice to see structure and myomer changes made executable.

Re-download the Customization file and read it.  Xotl's added a few new examples.

Also, holy shit, the change to heat sink refits.  Switching heat sinks is now "by location" (for 90 minutes), and EVERYTHING IN THE ENGINE is now "one location".  That's HUGE.
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ItsTehPope

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Re: BMM and StratOps Errata
« Reply #3 on: June 06, 2019, 10:42:45 PM »

Everything looks good/better. But, I don't see a clear category for engine mounted heatsinks. The easy fix is to add a sentence including the engine as a "location" for the purposes of changing heatsinks. Also a note requiring all heatsinks to be changed when changing heatsink types.

Especially nice to see structure and myomer changes made executable.

Re-download the Customization file and read it.  Xotl's added a few new examples.

Also, holy shit, the change to heat sink refits.  Switching heat sinks is now "by location" (for 90 minutes), and EVERYTHING IN THE ENGINE is now "one location".  That's HUGE.

Thank you god.  I was tired of spending six months changing out heat sinks.
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Darrian Wolffe

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Re: BMM and StratOps Errata
« Reply #4 on: June 06, 2019, 11:02:00 PM »

Everything looks good/better. But, I don't see a clear category for engine mounted heatsinks. The easy fix is to add a sentence including the engine as a "location" for the purposes of changing heatsinks. Also a note requiring all heatsinks to be changed when changing heatsink types.

Especially nice to see structure and myomer changes made executable.

Re-download the Customization file and read it.  Xotl's added a few new examples.

Also, holy shit, the change to heat sink refits.  Switching heat sinks is now "by location" (for 90 minutes), and EVERYTHING IN THE ENGINE is now "one location".  That's HUGE.

Thank you god.  I was tired of spending six months changing out heat sinks.

Your experience in changing out single heat sinks on an Awesome is directly cited by Xotl as a reason for the change.
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Timberwolfd

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Re: BMM and StratOps Errata
« Reply #5 on: June 06, 2019, 11:22:27 PM »

The changes are looking good.
Interestingly, the rules reduce the impact on quality quite dramatically, since many refits can now be accomplished without triggering the quality reduction at Class C Refits.
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Hat

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Re: BMM and StratOps Errata
« Reply #6 on: June 10, 2019, 02:17:03 PM »

For mobile field bases, I found an entry on Sarna for them, but not available until 3059.  Are there equivalents already available in 3050, or is this just a moot option for us for the foreseeable future?
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deadlyfire2345

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Re: BMM and StratOps Errata
« Reply #7 on: July 16, 2019, 05:29:50 PM »

This goes into effect now right? Also, is there a copy of the two that were taken down floating around somewhere?
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Ad Hoc

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Re: BMM and StratOps Errata
« Reply #8 on: July 17, 2019, 04:14:50 AM »

This goes into effect now right? Also, is there a copy of the two that were taken down floating around somewhere?

Both the BMM errata 2.1 and Strat Ops errata 3.01 is on bg.battletech.com in the errata section.
« Last Edit: July 17, 2019, 04:16:48 AM by Ad Hoc »
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