Is the errata strictly for fixing errors or suggestion of improving existing rules ? Certain thinks are unclear like for example how the weapon tables look where shotguns=vehicle weapons in many instances.
It's been a while, so the boat mayhave sailed on this one,
But on the off-chance I'm wrong, here are some quick thoughts:
P10, Movement:"5 meters is the standard range and..." what does this test mean? Most things in the rules seem to be graduated in meters, not 5m?
P11, Select background: needs to mention experience packages, choices seem vague and text on open/closed choices is confusing.
P16, Super being: skill notes seem wrong
P22, Communication: the heading for the second column should be "Range", not "Difficulty", maybe replace the numbers in this column with percentages (0-100%,101-150%,151-200%,etc).
P25, Paired weapons: this seems (I think) weaker than the paired weapons rule on p41 as it introduces an extra skill cap? Dump the junk and let the player treat the weapon as if they had the trait - much simpler.
P31, Sustained Action: So I'm astationary target? What does that mean? It isn't discussed on pg. 33?
P32,attack rolls: What is the base DC for ranged attacks? Do I start from one, add in modifiers, then set the difficulty 2, or do I start from DC 2?
P33, Defence: If the defender scores more shields does the defender then compare their shields or targets with their foe? Why use shields at all? It seems confusing as shields are hardly used - better to be consistant and always count targets maybe?
P33, cover, motion and range: other than special ranges (artillery, throwing, etc) range is not discussed here.
P33, Unarmed Combat: Martial arts isn't a listed advanced skill in the skills chapter... Maybe it should be?
P36, Falling damage: mentions suppression, for which there seem to be no rules.
Vehicle damage section mentions that crew use their armour to reduce damage, implying that this is not normally the case - this is not stated in the general rules though?
Vehicle damage example: is wrong, if pne target was rolled only one damage is done
P38, difficulty modifiers:these are listed once in the previous section, and then again as an optional rule? Which is it?
P39, Ammo rating: there is no burst entry? Best to include all-in-one as a weapon entry - it gives you the flexibility of ammo weapons not being able to do this and also is clearer.
P40, Autofire: it isn't clear that it is net successes after hitting that are divided up, as written it looks like all successes.
Autofire example: this example is wrong - the weapon (I think) is base damage 3,making it the .50cal,and confusing - the numbers need breaking down.
P40, Indirect fire: example misses the availibility roll.
P40, Phaser weapons: as with ammo above, add overcharge to the weapon chart and drop it here - it's clearer and gives you options.
P42, Reload weapons: doesn't discuss reloading weapons with the ammo trait as discussed on pg. 39.
P42,Tesla weapons: mention of suppression again.
P70-72: Spray weapons need an area effect defining.
It'd be much simpler if you just put all three damage entries on all weapons...
What does cost refer to?
What are the units for range (meters? 5m as discussed on pg. 10?)
What does rank refer to?
Schwer-panzer glove: has a rank of 'c'? Every other rank is a numeric entry?
Pg. 52, Vehicle Gizmos: Doesn't seem to explain how to define vehicle speed, I think the cost is 0.5 per rank in speed but I'm not sure.
Cpt.IvanDrago said Jul 02, 2017 20:01:21
Posted this over a year ago in another topic:
-Smoke Launchers, nearly every vehicle got them, but there are no rules.
-Where're the damage stats for the AXIS Schwerer Flammenwerfer, Schwerer Laser-Kanone and VK 7,5 cm L/70 Zwei ?
-According to the Combat Rules Artillery (A) Range Weapons have a range increment of 36meters but every weapon seems to have his own entry e.g. Petard Mortar Range A (25). Which one is correct?
-Do Spray Weapons always have an Area Effect of 3 meters like the Grenade from the example in the Combat Rules Section, if not where are the individual stats?
-The Weapon Cost in the Tables aren't really balanced e.g.the ALLIED Quad .50 Cal Victory MG has superior stats than the SSU Quad DshK 12.7mm but both cost the same. Is this intentionally to demonstrate that SSU technology is inferior? If so, than the whole point based GIZMOTEER System doesn't work.
-Does a Mech Driver gets his Walker issued or must he purchase it through Gizmo Points?
- Tracked Vehicles should have a more sturdy Movement System than Walkers, Walkers on the other hand should have it easier to traverse some Terrain Types.